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- MICROPROSE FORMULA ONE GRAND PRIX
- Version 1.05 - Modem Update
-
- Additional Technical Supplement
- For IBM PC and compatible computers
-
- Memory Management:
-
- You will need about 600,000 bytes of Base Memory
- available to run the program. If the game fails to run
- properly your machine's memory is probably not configured
- correctly.
-
- The easiest way to temporarily configure your machine
- correctly is to make a boot disk. Make the GPRIX directory
- current and type 'BOOTMAKE' from the DOS prompt.
-
- To use your boot disk, insert it and reset the computer.
- The game will use either EXTENDED memory (made available
- via himem.sys), EXPANDED memory (via add on boards or
- EMM386.SYS on 386 or above machines) or create a spill
- file of 320k ('temp000.tmp') on your hard disc if no
- extra memory is available. Of the three, extended memory
- is preferred (it's generally faster than expanded memory)
- and is tested for first by the program.
-
- EMM386.EXE
-
- Emm386.exe is the standard DOS 5.0 expanded memory
- manager.
-
- If you are running Grand Prix on a 286 machine you will
- have to use the Expanded Memory Driver supplied with your
- machine.
-
- There are many other 3rd party memory management programs
- available. Grand Prix has been tested with a selection of
- these.
-
- Copy Protection:
-
- Grand Prix has no disk copy protection. This means that
- you can install the simulation files from the original
- disks to a hard disk. However, the program asks you a
- manual-related question. Use the manual to answer the
- question. MicroProse regrets that continuing casual and
- organized software piracy requires that we retain this
- minimal form of copy protection.
-
- Sound:
-
- The sound for AdLib and Soundblaster cards has been
- updated. The original files in your GPRIX directory will
- be replaced automatically.
-
- Enhancements for the IBM PC Version
-
- Important: The IBM PC modem version of Grand Prix
- contains some enhancements over the original.
- Many of these program changes have been achieved without
- affecting the instructions youÆll find in the manual.
- However, you will discover that some things are not
- documented in the main manual, but are explained below.
-
- The Game Options Menu:
-
- The most obvious changes to game options can be seen on
- the Game Options Menu! You will see the following;
- "About F1GP"
- "Quick Race"
- "Race"
- "Game"
- "Control Methods"
- "Startup Files"
- "Printer"
- "Linkup Menu"
- "Save Options"
- "Main Menu"
-
- "Quick Race" allows you to make selections about the
- track, car, grid position, length and weather for a Quick
- Race. The "Race" and "Game" selections are the equivalent
- of "Race Options" and "Game Options" selections described
- in the manual.
-
- "Control Methods" allows you to select between keyboard,
- mouse, joystick or customised control, to edit the
- controls and to calibrate an analog joystick.
-
- "Start Up Files" allows you to specify which saved files
- you want to be loaded as defaults for Driver Names, Car
- Set Ups and Circuit Records.
-
- "Printer" allows you to specify printer type, port and
- feeding instructions. You can print out any result screen
- after a race by selecting "Printer Menu" and then
- selecting the information set that you want to print out.
- It is possible to print results to any IBM compatible
- printer or to redirect them to an ASCII file. The printer
- sub-menu on the Game Options allows you to choose between
- an IBM printer (with IBM box graphics characters) or any
- other IBM compatible printer (text only). If in doubt
- about your printer, try the test print option. Unless you
- have more than one printer attached to your machine you
- should select LPT1 as the printer port. ItÆs also
- possible to send a copy of the grid and/or results tables
- to a file on hard or floppy disk. To do this select
- æFileÆ instead of LPT1-3 on the menu. The files created
- will be plain ASCII files if you have selected æotherÆ as
- a printer type but contain IBM graphics characters if you
- have selected an IBM printer. These files should be
- editable in all word processors.
-
- Detail Levels:
-
- There are four detail levels which can be adjusted to
- ensure the faster running of the 3-D landscapes. You can
- also remove the ætextureÆ which has been added to the
- track, by pressing the "T" key. This will allow the
- simulation to run faster on slower machines.
-
- Gaps between Cars:
-
- An additional feature has been incorporated which gives
- you an accurate gauge of the distance between your car
- and those in front and behind. It also tells you the
- drivers' names. By pressing the "G" key during a race,
- the names will be displayed, along with the last recorded
- time differences, if available. The time differences are
- recorded when the cars cross the start/finish line.
-
- Frame Rates and Processor Power/Speed:
-
- Because of the wide range of hardware available on the
- market today this simulation has several custom options
- to help you get the best performance from your equipment.
- Grand Prix / World Circuit will produce similar race
- times regardless of what type of processor you have,
- however more powerful machines will have the advantage of
- being able to use a higher "Frame Rate". This will make
- the simulation appear smoother and faster, if you wish
- the default settings may be changed as follows:
-
- A) TEXTURED FILLS.
- The keyboard letter "T" will toggle texturing on and off.
- We recommend this function be turned off for 286 and slow
- speed 386 machines.
-
- B) FRAME RATE.
- Within the "Game options / Game" menu you can alter the
- frame rate of the simulation; provided your machine is
- powerful enough this will provide smoother 3D graphics.
-
- C) PROCESSOR OCCUPANCY PERCENTAGE.
- While the keyboard letter "O" is depressed during a race
- the screen will display the "Processor Occupancy
- percentage", this figure will fluctuate depending on how
- much work the processor is doing.
-
- If the % remains well below 100 you may wish to increase
- the frame rate.
-
- If the % rarely exceeds 100 you are getting maximum
- performance.
-
- If the % is mostly over 100 you may wish to reduce the
- frame rate.
-
- The File Selector:
-
- When entering a filename you should be aware that the
- normal MS DOS / PC DOS restrictions apply; i.e. Names
- must not exceed 8 characters in length, punctuation
- characters are prohibited, only 1 dot is allowed, this
- separates the filename from the file name extension.
-
- Steering Sensitivity:
-
- A Steering Sensitivity button has been added to the
- steering control method menu. This is only active if
- steering help is Off and allows you to set the maximum
- lock of the front wheels in degrees. This value then
- corresponds to a full joystick movement. The default is
- 12 degrees.
-
- The original release used a value of 22 degrees. It was
- envisaged that an ordinary joystick would not be used
- without steering help. A large lock ideally requires a
- steering wheel device capable of spreading the analogue
- values over a physical movement of about 400 degrees like
- a real racing car instead of the 50 degree movement of a
- typical joystick, otherwise the steering feels too
- sensitive.
-
- Even so, a real racing car is still very sensitive in
- steering compared to a normal road car. It is because
- typical joysticks make the very sensitive steering of the
- real racing car yet 8 times more sensitive that steering
- help is provided to compensate. However it is apparent
- from correspondence that some people prefer to learn to
- control the sensitivity in return for more direct ', the
- adjustable lock should make it possible to get the best
- from whatever equipment you have.
-
- If you set too small a lock, the steering will feel more
- controllable but you could have trouble getting round
- sharp bends or find it harder to 'catch a skid'.
-
- Rudder Pedals:
-
- A new sub-menu has been added under Edit Control Method.
- Switch Joystick Axis is designed for users with rudder
- pedals, which may only have horizontal (x)
- potentiometers. It allows the steering to be re-assigned
- to the vertical(y) axis and the accelerator/brake to be
- re-assigned to the horizontal(x) axis. In addition,
- since some pedals could have one pot for each pedal, a
- further button will assign brake to one axis and
- accelerate to the other.
-
- Control Method and Game Saves:
-
- In version 1.04 you can load a game which was saved
- whilst using a different control method to the one
- currently selected and the game now automatically allows
- you to continue to play using the current
- controls.(version 1.03 required you to remember the
- previous control method and set it before loading the
- game.)
-
- Link Modem Play:
-
- The major change in version 1.04 is that a new feature,
- linked play has been added.
-
- What is linked play?
-
- Linking allows you to play on two machines
- simultaneously. The two machines are connected either via
- standard Hayes compatible modems using a phone link
- (called a modem link) or directly via a special cable
- called a null-modem cable (a direct link).
-
- How to link up the machines:
-
- First connect up the necessary cables. In order to use
- the link you will need to connect the modem or the null
- modem cable to one of the serial ports on the back of the
- machine. Most PC's have 2 serial ports, labelled COM1
- and COM2. Either port will do, but if you are using a
- serial mouse then you should leave that port alone and
- select the other com port.
- Having connected the cable, load up the game on both
- machines. Now from the main menu, go to the Options Menu
- and select link.
- You should see the full screen Linkup Menu which controls
- how the link operates.
-
- The Link Menu:
-
- The Baud Rate:
- At the top of the linkup menu are 4 buttons labelled
- 2400, 4800, 9600 and 19200. These control the baud rate,
- which is a measure of how fast data is sent down the
- serial cable. A fixed amount of data is sent down the
- cable for each frame of the simulation, so if you wish to
- play with faster frame rates (for smoother animation and
- control) you will need a higher baud rate.
-
- The downside is that higher baud rates are more error
- prone, especially with longer or unshielded cables and
- that, while most modems will communicate with the
- computer at higher rates, the modem-to-modem connection
- down the phone lines may not be fast enough (in this case
- you will see higher than usual occupancy rates in the
- game).
-
- Link Type:
- Below the baud rate buttons are two buttons to select the
- link type. Choose Direct for a null-modem cable between
- two machines or Modem if you are playing across the phone
- lines.
-
- Direct Link Lead/Follow:
- While the link is active, one machine takes control of
- the menus on both computers and is said to 'Lead', the
- other machine is said to 'Follow'. For a direct link you
- MUST set one machine to 'Lead' and the other to 'Follow',
- otherwise they will not make the connection. For a modem
- link the machine that does the dialling (and pays the
- phone bill) is automatically the leader.
-
- Modem Link Dial/Wait for Call:
- If you are linked by modem over the phone line then one
- machine must dial up the other, and the other machine
- must be ready and waiting for a call. You should pre-
- arrange this (perhaps with a voice call) before try to
- start up the link. These buttons control how the machine
- will behave for a modem link.
-
- Modem number to dial:
- You should type in the phone number to dial on the
- machine that will initiate the call. The string will be
- passed direct to the modem so, if your modem supports it,
- you can use "," to add delays to the dial etc. All the
- linkup selections are included in your Options file so
- it's useful to save options before linking.
-
- Modem dial type:
- This tells the modem to use one of the two dialling
- methods employed by phone companies. Pulse dialling is
- much slower than tone dialling so tone dialling is
- recommended if your phone exchange supports it.
- Modem initialisation string.
-
- In order for the game to work smoothly via a modem
- connection, the mode must be set-up up in a particular
- way. To keep the simulation running in real time it
- requires the modem to pass the data through immediately
- and not buffer or compress it as would be needed for a
- file transfer. Also the game performs its own error
- checking based on a packet system, so it is recommended
- that you turn the modem error checking off, as this can
- also delay data passage. Unfortunately, there is no
- standard set of commands to do this across all Hayes
- Compatible modems; we have included sample initialisation
- strings for some makes below, but if your modem is not
- included you may need to look up codes in your modem
- manual.
-
- In summary, we recommend that you:
- 1. Turn compression off
- 2. Turn error checking/control off
-
- On a more technical note, it's recommended (though not
- essential) that you start the initialisation with the ATZ
- command to reset the modem. This ensures that it's in a
- standard state at the beginning and will make linking
- more reliable. If you need to insert control characters
- in the modem initialisation string then the sequence ^ +
- letter will do it. For example ^M will send a carriage
- return. There no need to insert a ^M at the end of the
- string as an ASCII 13 is automatically appended.
-
- For example:
- Modem type Sample initialisation string
- Courier HST ATZ&M0&K0
- Twincom 144/DF ATZ&Q6
-
- Hangup/Connect/Exit:
- Once both machines are set up, you should click on
- Connect on both computers. If you are connecting via a
- modem, then you should see the computer initialise the
- modem and either show 'Dialling' or æWait for callÆ. Once
- a connection is established then the machines should show
- 'Starting Link' to the dialler and 'Waiting for link' at
- the other end.
-
- After about a second these messages should clear and the
- button 'Link is active' appear.
-
- For a direct link, one machine should show 'Starting
- Link' immediately and the other 'Waiting for Link'.
- Again, after about a second these messages should clear
- and the 'Link is active' button appear.
-
- What to do if things go wrong:
-
- a. For a direct link.
- If the machines are showing 'Starting Link' and 'Waiting
- for Link' but nothing else is happening then you should
- check -
-
- that you have selected the correct comm port on each
- machine,
-
- that they are both operating at the SAME baud rate.
-
- If this appears o.k. and still nothing is happening then
- you may have an incorrectly wired cable. If you are not
- sure about the cable, you could check it with a normal
- comms package.
-
- b. For a Modem link.
- If the modem is not responding, check the connections and
- check that the modem initialisation string is correct.
- Any error in the string will not get an OK reply from the
- modem. As a check, try a simple ATZ for the string and
- see if the modem goes on to dial or wait for a call.
-
- If the modems dial but do not connect. This is the
- trickiest problem. Many modems have subtle differences
- and modems from differing manufacturers can have problems
- with varying protocols. If possible, check that you can
- connect with a similar modem, after that it's down to
- checking through the modem's manuals.
-
- After the link is connected:
-
- After a connection is established, you shoiuld see the
- message Link Started, with either 'This machine has
- control' or 'Other machine has control'. While in the
- menus the system is controlled from one machine, with the
- other echoing it's movements. The machine with control
- has the normal red highlight on the menus and is said to
- 'Lead', whereas the other will show a blue highlight and
- is said to 'Follow'.
-
- The machine designated to 'Follow' is excluded from
- certain actions eg Control Method set-up, Printer Setup
- and general loading and saving (but not game saves) and
- will display a 'Please Wait' message if the Leader moves
- into these areas on the menus. Also certain menus will
- behave slightly differently; Driver Select, for example,
- now shows both machinesÆ drivers and allows either to
- change their selections.
-
- While in these Linked menus there are 3 Special hotkeys:
-
- Alt/M On either machine will pop up a message box
- over the current menu and allow you to send up
- to forty characters of text to the other machine.
- Type your message and press Return, the link
- will then wait for the other machine to clear the
- message before moving back to the original menu.
-
- Alt/R This hotkey is only active on the machine that
- has control of the menus. When it's pressed,
- control passes to the other machine.
-
- Alt/H This hotkey is active on both machines and
- brings up a menu box allowing you to hang up
- the link. You should always end the link either
- here, or by clicking on Hangup in the linkup menu
- and not simply switch one machine off (the other
- machine would then be left trying to regain
- contact).
-
- Alt/I functions as normal
-
- These hotkeys are available on almost every menu, but
- note that they are disabled in the File Selector.
-
- Extra options while linked:
-
- After linking you may find that some of your option
- settings have changed, especially if the other machine
- has control. Many of the option settings are copied
- across from the 'Lead' machine.
-
- If you close the link you will be given the option of re-
- loading your preferences file.
-
- Also, after linking, some menus change. Driver Select now
- has selection options for either machine and the Quick
- Race menu shows both playersÆ chosen car and grid
- position. There is an extra option available in the Quick
- Race menu when two machines are linked - a two player
- Quick Race. This allows a normal Quick Race, but with
- only the two players and no computer controlled cars.
-
- A note on Quick Race driver selection...
- Note that, the normal driver selection and the Quick Race
- driver selection are two completely separate areas. Quick
- Race driver selection is accomplished from the Quick Race
- menu and only one driver is allowed.
-
- Full driver selection, for non-championship and
- championship races, is accomplished from the driver
- select menu and allows full multi-player selection and
- editing of Driver and Team names. Note however, that if
- you edit the driver or team names in driver select, the
- new NAMES will be used in any Quick Race.
-
- Driving while linked:
-
- Some in car options are accessed slightly differently
- when linked.
-
- Car set-up is accessed as before, by pressing brake while
- on the jacks, but now, rather than going straight in, the
- other machine will show 'pause requested' and the machine
- wanting set-up will wait for 'pause' to be pressed on the
- other machine. This is because both machines must exit to
- the menus together. The request for pause is, in fact, a
- courtesy request since the 'requested' player may be in
- the middle of a hot lap and may not want to be
- interrupted.
-
- In fact, either player can press pause to initiate the
- car set-up menu so the requested player should not delay
- unreasonably (much more than a lap time for example)
- before pressing pause. If the requested player is also
- jacked up then that player will automatically go into car
- set-up if a request arrives. Like 'PAUSE', 'ESCAPE' on
- either machine will cause both to exit from the cockpit
- into the practise, qualifying or race frozen menus.
-
- Note that, when slow machines are linked and are
- operating out on the track at 100% occupancy (press 'O'
- to see) there is a tendency for the pitlane graphics and
- VDU monitor to add an additional overhead to the
- occupancy. Although not usually a problem, when two
- machines are linked this can have the affect of slowing
- the frame rate on the other machine - even when its
- driver is out on the track. Therefore, if you wish to
- remain in the pits for a while waiting for results you
- could agree to ride with another car out on the track to
- keep the frame rate normal for your linked opponent (you
- could ride with your opponent!).
-
- Loading and saving:
-
- While in linked mode, any game saves must be made on BOTH
- machines, Screen prompts will guide you through the
- procedure and the filename chosen by the 'Leader' is
- automatically passed through to the other machine. It's
- recommended that you use the same filename on each
- machine to save confusion, but this is not required.
-
- Other menus:
-
- Some menus, notably the control method menu, the startup
- files menu and use of the printer/printer menu can only
- be accessed by the machine in control. To reach the menu
- on the other machine the 'Leader' should release control
- (from the main or options menu). After the second machine
- has finished, it can release control again, back to the
- original 'Leader'. Also some options are not allowed
- while linked: load names, load track records and save
- options are disallowed.
-
- If you have any difficulty loading Grand Prix or need
- help while running the simulation, MicroProse will be
- happy to help you on the Helpline. Please ring UK 0666
- 504399, Monday to Friday 0900 to 1700 hours. Have a pen
- and paper handy when you call.
-
- Additional Keys Guide
-
- Pressing ALT/I will display the PCÆs processor type, DOS
- version and the current time. Click on æContinueÆ to
- return to the normal menu system.
-
- When Linked:-
- ALT/M sends a message down the link
- ALT/R releases control
- ALT/H hangs up phone or closes the link.
-
-
- With grateful thanks to Footwork Grand Prix International
- and Honda UK
-
- Game Design & Program Copyright ⌐1991/1992 Geoff Crammond
- Documentation, Packaging & Logo Copyright ⌐1992
- MicroProse Ltd.,
- Unit 1, Hampton Rd Industrial Estate, Tetbury,
- Gloucestershire GL8 8LD UK
-
- This documentation and accompanying disk are copyrighted.
- The owner of this product is entitled to use this product
- for his or her personal use. Except for back-up copies of
- the disks for personal use and the quoting of brief
- passages for the purposes of reviews, no one may
- transfer, copy, back-up, give or sell any part of the
- manual or the information on the disks, or transmit in
- any form or by any means, electronic, mechanical,
- photocopying, recording or otherwise without the prior
- permission of the publisher. Any person or persons
- reproducing any part of this program, in any media, for
- any reason, shall be guilty of copyright violation and
- shall be subject to civil liability at the discretion of
- the copyright holder.
-